Using a Three-Dimensional Environment Model in Gameplay
First Claim
1. An interactive computing system comprising:
- an input for receiving a first series of depth images from a mobile depth camera when in motion and a second series of depth images from the mobile depth camera when static;
a real-time camera tracking engine for tracking a position of the mobile depth camera when in motion;
a dense 3D environment modeling system arranged to generate a dense 3D model of the environment from any of the series of depth images and position data from the real-time camera tracking engine; and
an integration engine arranged to integrate at least a part of the dense 3D model into an application and to provide user input to the application by tracking real-time movement in a part of the environment using the second series of depth images.
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Abstract
Use of a 3D environment model in gameplay is described. In an embodiment, a mobile depth camera is used to capture a series of depth images as it is moved around and a dense 3D model of the environment is generated from this series of depth images. This dense 3D model is incorporated within an interactive application, such as a game. The mobile depth camera is then placed in a static position for an interactive phase, which in some examples is gameplay, and the system detects motion of a user within a part of the environment from a second series of depth images captured by the camera. This motion provides a user input to the interactive application, such as a game. In further embodiments, automatic recognition and identification of objects within the 3D model may be performed and these identified objects then change the way that the interactive application operates.
283 Citations
20 Claims
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1. An interactive computing system comprising:
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an input for receiving a first series of depth images from a mobile depth camera when in motion and a second series of depth images from the mobile depth camera when static; a real-time camera tracking engine for tracking a position of the mobile depth camera when in motion; a dense 3D environment modeling system arranged to generate a dense 3D model of the environment from any of the series of depth images and position data from the real-time camera tracking engine; and an integration engine arranged to integrate at least a part of the dense 3D model into an application and to provide user input to the application by tracking real-time movement in a part of the environment using the second series of depth images. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A method of operating an interactive computing system comprising:
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receiving a series of depth images from a mobile depth camera in motion around an environment; generating a dense 3D model of the environment from the series of depth images; integrating at least a part of the dense 3D model into an application; receiving a second series of depth images from the mobile depth camera when not in motion; and tracking real-time movement in 3D in a region of the environment using the second series of depth images. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18, 19)
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20. A gaming system having a first and second phase of operation, the gaming system comprising:
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an input for receiving a first series of depth images from a mobile depth camera in the first phase of operation and a second series of depth images from the mobile depth camera in the second phase of operation, wherein the mobile depth camera is in motion in the first phase of operation and is static in the second phase of operation; a real-time camera tracking engine arranged to track a position of the mobile depth camera in the first phase of operation; a dense 3D modeling system arranged to generate a 3D model of a room using at least the first series of depth images and the position of the mobile depth camera when each depth image was captured; and a gaming engine arranged to integrate at least a part of the dense 3D model into a game and to track real-time movement in a part of the room using the second series of depth images as a user input to the game.
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Specification